| Summary: |
Location qualifier segfaults during shader compilation |
| Product: |
Mesa
|
Reporter: |
pavol |
| Component: |
glsl-compiler | Assignee: |
Ian Romanick <idr> |
| Status: |
RESOLVED
FIXED
|
QA Contact: |
Intel 3D Bugs Mailing List <intel-3d-bugs> |
| Severity: |
normal
|
|
|
| Priority: |
medium
|
CC: |
pavol
|
| Version: |
11.2 | |
|
| Hardware: |
x86-64 (AMD64) | |
|
| OS: |
Linux (All) | |
|
| Whiteboard: |
|
|
i915 platform:
|
|
i915 features:
|
|
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Following shader program causes segfault during glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str); ``` #version 450 layout(location = 0, std140) uniform MatrixBlock { mat4 model; mat4 view; mat4 projection; }; out gl_PerVertex { vec4 gl_Position; }; void main(void) { gl_Position = vec4(1.0); } ``` I know that binding should be used in this case for interface block, but should not the compiler give an error? Tested on r600 and llvmpipe.